The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

The Emerald Spire

The origins of the Emerald Spire are lost to time. Little is known of the depths of the tower, just that monsters make their home there.. and fell things reside deep within. In fact, even lesser monsters have been known to lair close to the spire itself.
The best known of the spires current residents is the Numerian wizard Karkosh. Several years ago he embarked on an ambitious program of investigation and study of the Spire. At first, he was just one more would be looter of forgotten Azlanti lore, but then he decided to stay. He is known to live someplace within the spire, but is unwelcoming and intolerant of intruders… including parties of adventurers pursuing their own investigations of the spire.
The Emerald Spire stands in a broad, raised clearing in the southwest reaches of the Echo Wood. This open area is locally known as the Spire Glen. The glen is almost perfectly circular and centered on the Emerald Spire. The trees of the Echo Wood crowd up against the unseen border of the glen, coming to a sudden halt.
Legend has it that the Emerald Spire occasionally generates invisible gates or portals that drift through the Glen, briefly linking its deeper levels to the surrounding countryside. Sometimes powerful monsters arrive in the glen, possibly from deep within the Spire.

One goblin survived and reports being named Sperk.
Goblin reports working Grulk.

Went into Skizzertz room. Skizzerts is a worshiper of Lamashtu who is currently working on “clanky thing.”. Skizzertz room is full of clockwork parts and a scroll tube.

The scroll has a unknown magical sigil which read magic reveals nothing about, but also has a note which says “six” in Azlanti.

We opened the kitchen room. The room was filled with tabled set up like a make shift lab. There was a construct and goblin we surprised inside. The construct was nasty and downed Mr. Bitey. In revenge, the mass summoned dogs finished dropping the cleric of Lamashtu. The cleric had pulsed negative energy and did damage to everybody, including the goblins in the next room.
Loot:
Pieces of clankey (worth 75gp)
Wand of cure light wounds (19 charges)
3x small leather armor
small masterwork falchion
2x small short sword
2x small wooden shield
40 arrows

The next guard room had two goblins in it. (385 total exp for 3 fights)
Loot:
2x small short sword
2x small leather armor
40 arrows

Outside the guardroom past a small barrier there was a goblin riding a goblin dog. Once he was cornered he dropped the ceiling and dismounted, retreating into the wall. (150 exp)
Loot:
small studded leather armor
empty vial
small horse chopper
small shortbow
20 arrows

Loot in their armory:
6 small dogslashers
6 small horsechoppers

The round room near the entrance was reported to be the room where another guard and goblin dog sleeps. (150 exp)
Loot:
small studded leather
small horsechopper
small shortbow
potion vial of cure moderate wounds
20 arrows

When we got back we are approached by Elarius Darkcloak. She reported to have lost some wizards. Jhrun and Tiawosk. Golden flower order also wants 3 pieces of research about the dungeon portals returned. There are groups underground researching, and we should get their notes.

Mr. Bitey bites better than any dogs.

I asked about magic available in town. The potion shop has level 1 and 2 spells potions. The Chancery has various magic items to be determined.

Brandt reported having been granted healing powers, but having his powers of sight reduced.

The landing of the stairs down are marked with a sigil. We figure it is a transport rune used with a transport token. (QUEST TO GETTOKEN). I wrote down the sigil and named it “one”

On the stairs there were two zombie goblins. (50 exp)

At the bottom there was a room with open door, closed door, alcove with expired torch.

Down the corridors ahead we came to a pit trap with an obscuring mist casting spider. We moved back and checked a room near the entrance. (150 Exp for trap)

This room had lots of bits of corpse melded with spider bits. Mad scientist type lab. Mr. Bitey found a falling cage trap with a skeleton inside it. (167 exp)
The hall outside also had a trap of some kind (150)

Under the table was a bucket of blood, under the bucket was a key.

There was a secret door in the back of the room.

Past the secret corridor was a room with many stone coffins. When an eagle was summoned into the room spooky magic caused shadows with eyes to appear with a cold wind. After poking in the room a bit, skeletons started coming from the coffins. (202 exp)

In a coffin was a magic horn.

We checked the room at the end of the first hall and found a swarm of spiders. We had to run back to town in order to get alchemical fire.

Mr. Bitey bites a lich.

Going back to the dungeon with our alchemical fire in hand we first encountered the hiding spider near the bottom of the stairs from level 1. Mr. Bitey bit the spider really well, and it died.

We took on the spider swarm and burnt it up great.

Going through the secret door at the back of the spider room, we came across a room with a lich hiding behind a curtain, with three skeletons pretending to be on the throne in front of him. A big fight with lots of channeling ensued, and we won in the end. Loot was looted.

Behind secret door number one there was a chest and a trapped ceiling. Once the ceiling dropped, the chest was opened. Inside the chest was a skull and snarky note.

In the hall outside was another trap door with a moon spider hiding it it. It was beat up very nicely by Mr. Bitey and a bird. (450 exp)

The next room was full of webs and a spider hiding amongst them. I set a fire elemental to clearing the webs, and my pack of dogs ate the spider. (150 exp)

longsword x2
dagger x5
hand axe
purse of 42cp

The hallway behind had rubble with a skeletal hand poking out. There was also a pit trap with another moon spider in it. Dolomanes blasted it with fire, and it was finished off by Blaze’s bow. (300 exp)

The corpse was a priest. Judging by robes. Based on his holy symbol he was a priest of some evil outer planar gods.

The room behind had a dead spider under a net trap. A closet had a zombie in it (200 exp).

In the center room of the dungeon was more webs. There was a big hole with a ladder going down. A fire elemental was set to burn all the webs, and once cleared we were attacked by two more spiders (400 exp)

We went back to the tower, on level 3 we encountered a room with a sturdy door and arrow slits. The guard behind the arrow slits claimed to be named James, and said he was there to keep us from going into areas we should be (this whole level).

They have a lever to open to gate blocking the way to stairs down to level 4. We asked for the gate to be opened and went to level 4.

Level four was stinky. There was a troglodyte at waiting at the bottom of the stairs. He said his name is Slaag. The troggy said we were welcome and “Thog” provides to their clan. First we saw the room of food (rotting meat). On the way to the room of water, Brandt asked about the center room, which is where Thog is supposed to live.

Thog is a big magnetic gizmo. There was a room with bell which supposedly lead to the stairs down. Thog requires a sacrifice to open the door. The room of water had a new and different stench.

There are two tribes on the level, and we got them to show us all of the various living quarters. (200 exp for stuff)